diff --git a/doc/classes/ShapeCast.xml b/doc/classes/ShapeCast.xml
new file mode 100644
index 00000000000..fa1afff7624
--- /dev/null
+++ b/doc/classes/ShapeCast.xml
@@ -0,0 +1,170 @@
+
+
+
+ Node for physics collision sweep and immediate overlap queries. Similar to the [RayCast] node.
+
+
+ Shape casting allows to detect collision objects by sweeping the [member shape] along the cast direction determined by [member target_position] (useful for things like beam weapons).
+ Immediate collision overlaps can be done with the [member target_position] set to [code]Vector3(0, 0, 0)[/code] and by calling [method force_shapecast_update] within the same [b]physics_frame[/b]. This also helps to overcome some limitations of [Area] when used as a continuous detection area, often requiring waiting a couple of frames before collision information is available to [Area] nodes, and when using the signals creates unnecessary complexity.
+ The node can detect multiple collision objects, but it's usually used to detect the first collision.
+ [b]Note:[/b] Shape casting is more computationally expensive compared to ray casting.
+
+
+
+
+
+
+
+
+ Adds a collision exception so the shape does not report collisions with the specified [CollisionObject] node.
+
+
+
+
+
+
+ Adds a collision exception so the shape does not report collisions with the specified [RID].
+
+
+
+
+
+ Removes all collision exceptions for this [ShapeCast].
+
+
+
+
+
+ Updates the collision information for the shape. Use this method to update the collision information immediately instead of waiting for the next [code]_physics_process[/code] call, for example if the shape or its parent has changed state.
+ [b]Note:[/b] [code]enabled[/code] is not required for this to work.
+
+
+
+
+
+ The fraction from the [ShapeCast]'s origin to its [member target_position] (between 0 and 1) of how far the shape can move without triggering a collision.
+
+
+
+
+
+ The fraction from the [ShapeCast]'s origin to its [member target_position] (between 0 and 1) of how far the shape must move to trigger a collision.
+
+
+
+
+
+
+ Returns the collided [Object] of one of the multiple collisions at [code]index[/code], or [code]null[/code] if no object is intersecting the shape (i.e. [method is_colliding] returns [code]false[/code]).
+
+
+
+
+
+
+ Returns the shape ID of the colliding shape of one of the multiple collisions at [code]index[/code], or [code]0[/code] if no object is intersecting the shape (i.e. [method is_colliding] returns [code]false[/code]).
+
+
+
+
+
+ The number of collisions detected at the point of impact. Use this to iterate over multiple collisions as provided by [method get_collider], [method get_collider_shape], [method get_collision_point], and [method get_collision_normal] methods.
+
+
+
+
+
+
+ Returns whether or not the specified layer of the [member collision_mask] is enabled, given a [code]layer_number[/code] between 1 and 32.
+
+
+
+
+
+
+ Returns the normal of one of the multiple collisions at [code]index[/code] of the intersecting object.
+
+
+
+
+
+
+ Returns the collision point of one of the multiple collisions at [code]index[/code] where the shape intersects the colliding object.
+ [b]Note:[/b] this point is in the [b]global[/b] coordinate system.
+
+
+
+
+
+ Returns whether any object is intersecting with the shape's vector (considering the vector length).
+
+
+
+
+
+
+ Removes a collision exception so the shape does report collisions with the specified [CollisionObject] node.
+
+
+
+
+
+
+ Removes a collision exception so the shape does report collisions with the specified [RID].
+
+
+
+
+
+
+ This method is used internally to update the debug gizmo in the editor. Any code placed in this function will be called whenever the [member shape] resource is modified.
+
+
+
+
+
+
+
+ Based on [code]value[/code], enables or disables the specified layer in the [member collision_mask], given a [code]layer_number[/code] between 1 and 32.
+
+
+
+
+
+ If [code]true[/code], collision with [Area]s will be reported.
+
+
+ If [code]true[/code], collision with [PhysicsBody]s will be reported.
+
+
+ The shape's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
+
+
+ Returns the complete collision information from the collision sweep. The data returned is the same as in the [method PhysicsDirectSpaceState.get_rest_info] method.
+
+
+ The custom color to use to draw the shape in the editor and at run-time if [b]Visible Collision Shapes[/b] is enabled in the [b]Debug[/b] menu. This color will be highlighted at run-time if the [ShapeCast] is colliding with something.
+ If set to [code]Color(0.0, 0.0, 0.0)[/code] (by default), the color set in [member ProjectSettings.debug/shapes/collision/shape_color] is used.
+
+
+ If [code]true[/code], collisions will be reported.
+
+
+ If [code]true[/code], the parent node will be excluded from collision detection.
+
+
+ The collision margin for the shape. A larger margin helps detecting collisions more consistently, at the cost of precision.
+
+
+ The number of intersections can be limited with this parameter, to reduce the processing time.
+
+
+ The [Shape] to be used for collision queries.
+
+
+ The shape's destination point, relative to this node's [code]position[/code].
+
+
+
+
+
diff --git a/doc/classes/ShapeCast2D.xml b/doc/classes/ShapeCast2D.xml
new file mode 100644
index 00000000000..9e996da730e
--- /dev/null
+++ b/doc/classes/ShapeCast2D.xml
@@ -0,0 +1,159 @@
+
+
+
+ Node for physics collision sweep and immediate overlap queries. Similar to the [RayCast2D] node.
+
+
+ Shape casting allows to detect collision objects by sweeping the [member shape] along the cast direction determined by [member target_position] (useful for things like beam weapons).
+ Immediate collision overlaps can be done with the [member target_position] set to [code]Vector2(0, 0)[/code] and by calling [method force_shapecast_update] within the same [b]physics_frame[/b]. This also helps to overcome some limitations of [Area2D] when used as a continuous detection area, often requiring waiting a couple of frames before collision information is available to [Area2D] nodes, and when using the signals creates unnecessary complexity.
+ The node can detect multiple collision objects, but it's usually used to detect the first collision.
+ [b]Note:[/b] Shape casting is more computationally expensive compared to ray casting.
+
+
+
+
+
+
+
+
+ Adds a collision exception so the shape does not report collisions with the specified [CollisionObject2D] node.
+
+
+
+
+
+
+ Adds a collision exception so the shape does not report collisions with the specified [RID].
+
+
+
+
+
+ Removes all collision exceptions for this shape.
+
+
+
+
+
+ Updates the collision information for the shape. Use this method to update the collision information immediately instead of waiting for the next [code]_physics_process[/code] call, for example if the shape or its parent has changed state.
+ [b]Note:[/b] [code]enabled[/code] is not required for this to work.
+
+
+
+
+
+ The fraction from the [ShapeCast2D]'s origin to its [member target_position] (between 0 and 1) of how far the shape can move without triggering a collision.
+
+
+
+
+
+ The fraction from the [ShapeCast2D]'s origin to its [member target_position] (between 0 and 1) of how far the shape must move to trigger a collision.
+
+
+
+
+
+
+ Returns the collided [Object] of one of the multiple collisions at [code]index[/code], or [code]null[/code] if no object is intersecting the shape (i.e. [method is_colliding] returns [code]false[/code]).
+
+
+
+
+
+
+ Returns the shape ID of the colliding shape of one of the multiple collisions at [code]index[/code], or [code]0[/code] if no object is intersecting the shape (i.e. [method is_colliding] returns [code]false[/code]).
+
+
+
+
+
+ The number of collisions detected at the point of impact. Use this to iterate over multiple collisions as provided by [method get_collider], [method get_collider_shape], [method get_collision_point], and [method get_collision_normal] methods.
+
+
+
+
+
+
+ Returns whether or not the specified layer of the [member collision_mask] is enabled, given a [code]layer_number[/code] between 1 and 32.
+
+
+
+
+
+
+ Returns the normal of one of the multiple collisions at [code]index[/code] of the intersecting object.
+
+
+
+
+
+
+ Returns the collision point of one of the multiple collisions at [code]index[/code] where the shape intersects the colliding object.
+ [b]Note:[/b] this point is in the [b]global[/b] coordinate system.
+
+
+
+
+
+ Returns whether any object is intersecting with the shape's vector (considering the vector length).
+
+
+
+
+
+
+ Removes a collision exception so the shape does report collisions with the specified [CollisionObject2D] node.
+
+
+
+
+
+
+ Removes a collision exception so the shape does report collisions with the specified [RID].
+
+
+
+
+
+
+
+ Based on [code]value[/code], enables or disables the specified layer in the [member collision_mask], given a [code]layer_number[/code] between 1 and 32.
+
+
+
+
+
+ If [code]true[/code], collision with [Area2D]s will be reported.
+
+
+ If [code]true[/code], collision with [PhysicsBody2D]s will be reported.
+
+
+ The shape's collision mask. Only objects in at least one collision layer enabled in the mask will be detected.
+
+
+ Returns the complete collision information from the collision sweep. The data returned is the same as in the [method Physics2DDirectSpaceState.get_rest_info] method.
+
+
+ If [code]true[/code], collisions will be reported.
+
+
+ If [code]true[/code], the parent node will be excluded from collision detection.
+
+
+ The collision margin for the shape. A larger margin helps detecting collisions more consistently, at the cost of precision.
+
+
+ The number of intersections can be limited with this parameter, to reduce the processing time.
+
+
+ The [Shape2D]-derived shape to be used for collision queries.
+
+
+ The shape's destination point, relative to this node's [code]position[/code].
+
+
+
+
+
diff --git a/editor/icons/icon_shape_cast.svg b/editor/icons/icon_shape_cast.svg
new file mode 100644
index 00000000000..c9f24a59b4b
--- /dev/null
+++ b/editor/icons/icon_shape_cast.svg
@@ -0,0 +1 @@
+
diff --git a/editor/icons/icon_shape_cast_2d.svg b/editor/icons/icon_shape_cast_2d.svg
new file mode 100644
index 00000000000..36065705b08
--- /dev/null
+++ b/editor/icons/icon_shape_cast_2d.svg
@@ -0,0 +1 @@
+
diff --git a/editor/plugins/spatial_editor_plugin.cpp b/editor/plugins/spatial_editor_plugin.cpp
index ee43dcaddbf..dd11411ff4a 100644
--- a/editor/plugins/spatial_editor_plugin.cpp
+++ b/editor/plugins/spatial_editor_plugin.cpp
@@ -6494,6 +6494,7 @@ void SpatialEditor::_register_all_gizmos() {
add_gizmo_plugin(Ref(memnew(SkeletonSpatialGizmoPlugin)));
add_gizmo_plugin(Ref(memnew(Position3DSpatialGizmoPlugin)));
add_gizmo_plugin(Ref(memnew(RayCastSpatialGizmoPlugin)));
+ add_gizmo_plugin(Ref(memnew(ShapeCastGizmoPlugin)));
add_gizmo_plugin(Ref(memnew(SpringArmSpatialGizmoPlugin)));
add_gizmo_plugin(Ref(memnew(VehicleWheelSpatialGizmoPlugin)));
add_gizmo_plugin(Ref(memnew(VisibilityNotifierGizmoPlugin)));
diff --git a/editor/spatial_editor_gizmos.cpp b/editor/spatial_editor_gizmos.cpp
index e19f1f6a9eb..466ce80ff46 100644
--- a/editor/spatial_editor_gizmos.cpp
+++ b/editor/spatial_editor_gizmos.cpp
@@ -51,6 +51,7 @@
#include "scene/3d/ray_cast.h"
#include "scene/3d/reflection_probe.h"
#include "scene/3d/room.h"
+#include "scene/3d/shape_cast.h"
#include "scene/3d/soft_body.h"
#include "scene/3d/spring_arm.h"
#include "scene/3d/sprite_3d.h"
@@ -2001,6 +2002,44 @@ void RayCastSpatialGizmoPlugin::redraw(EditorSpatialGizmo *p_gizmo) {
/////
+ShapeCastGizmoPlugin::ShapeCastGizmoPlugin() {
+ const Color gizmo_color = EDITOR_GET("editors/3d_gizmos/gizmo_colors/shape");
+ create_material("shape_material", gizmo_color);
+ const float gizmo_value = gizmo_color.get_v();
+ const Color gizmo_color_disabled = Color(gizmo_value, gizmo_value, gizmo_value, 0.65);
+ create_material("shape_material_disabled", gizmo_color_disabled);
+}
+
+bool ShapeCastGizmoPlugin::has_gizmo(Spatial *p_spatial) {
+ return Object::cast_to(p_spatial) != nullptr;
+}
+
+String ShapeCastGizmoPlugin::get_name() const {
+ return "ShapeCast";
+}
+
+int ShapeCastGizmoPlugin::get_priority() const {
+ return -1;
+}
+
+void ShapeCastGizmoPlugin::redraw(EditorSpatialGizmo *p_gizmo) {
+ ShapeCast *shapecast = Object::cast_to(p_gizmo->get_spatial_node());
+
+ p_gizmo->clear();
+
+ const Ref material = shapecast->is_enabled() ? shapecast->get_debug_material() : get_material("shape_material_disabled");
+
+ p_gizmo->add_lines(shapecast->get_debug_line_vertices(), material);
+
+ if (shapecast->get_shape().is_valid()) {
+ p_gizmo->add_lines(shapecast->get_debug_shape_vertices(), material);
+ }
+
+ p_gizmo->add_collision_segments(shapecast->get_debug_line_vertices());
+}
+
+/////
+
void SpringArmSpatialGizmoPlugin::redraw(EditorSpatialGizmo *p_gizmo) {
SpringArm *spring_arm = Object::cast_to(p_gizmo->get_spatial_node());
diff --git a/editor/spatial_editor_gizmos.h b/editor/spatial_editor_gizmos.h
index db3788c8045..cda5f2b1062 100644
--- a/editor/spatial_editor_gizmos.h
+++ b/editor/spatial_editor_gizmos.h
@@ -190,6 +190,18 @@ public:
RayCastSpatialGizmoPlugin();
};
+class ShapeCastGizmoPlugin : public EditorSpatialGizmoPlugin {
+ GDCLASS(ShapeCastGizmoPlugin, EditorSpatialGizmoPlugin);
+
+public:
+ bool has_gizmo(Spatial *p_spatial);
+ String get_name() const;
+ int get_priority() const;
+ void redraw(EditorSpatialGizmo *p_gizmo);
+
+ ShapeCastGizmoPlugin();
+};
+
class SpringArmSpatialGizmoPlugin : public EditorSpatialGizmoPlugin {
GDCLASS(SpringArmSpatialGizmoPlugin, EditorSpatialGizmoPlugin);
diff --git a/scene/2d/shape_cast_2d.cpp b/scene/2d/shape_cast_2d.cpp
new file mode 100644
index 00000000000..560f23a1f83
--- /dev/null
+++ b/scene/2d/shape_cast_2d.cpp
@@ -0,0 +1,460 @@
+/*************************************************************************/
+/* shape_cast_2d.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "shape_cast_2d.h"
+
+#include "core/core_string_names.h"
+#include "core/engine.h"
+#include "scene/2d/collision_object_2d.h"
+#include "scene/2d/physics_body_2d.h"
+#include "scene/resources/circle_shape_2d.h"
+#include "servers/physics_2d_server.h"
+
+void ShapeCast2D::set_target_position(const Vector2 &p_point) {
+ target_position = p_point;
+ if (is_inside_tree() && (Engine::get_singleton()->is_editor_hint() || get_tree()->is_debugging_collisions_hint())) {
+ update();
+ }
+}
+
+Vector2 ShapeCast2D::get_target_position() const {
+ return target_position;
+}
+
+void ShapeCast2D::set_margin(real_t p_margin) {
+ margin = p_margin;
+}
+
+real_t ShapeCast2D::get_margin() const {
+ return margin;
+}
+
+void ShapeCast2D::set_max_results(int p_max_results) {
+ max_results = p_max_results;
+}
+
+int ShapeCast2D::get_max_results() const {
+ return max_results;
+}
+
+void ShapeCast2D::set_collision_mask(uint32_t p_mask) {
+ collision_mask = p_mask;
+}
+
+uint32_t ShapeCast2D::get_collision_mask() const {
+ return collision_mask;
+}
+
+void ShapeCast2D::set_collision_mask_value(int p_layer_number, bool p_value) {
+ ERR_FAIL_COND_MSG(p_layer_number < 1, "Collision layer number must be between 1 and 32 inclusive.");
+ ERR_FAIL_COND_MSG(p_layer_number > 32, "Collision layer number must be between 1 and 32 inclusive.");
+ uint32_t mask = get_collision_mask();
+ if (p_value) {
+ mask |= 1 << (p_layer_number - 1);
+ } else {
+ mask &= ~(1 << (p_layer_number - 1));
+ }
+ set_collision_mask(mask);
+}
+
+bool ShapeCast2D::get_collision_mask_value(int p_layer_number) const {
+ ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Collision layer number must be between 1 and 32 inclusive.");
+ ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Collision layer number must be between 1 and 32 inclusive.");
+ return get_collision_mask() & (1 << (p_layer_number - 1));
+}
+
+int ShapeCast2D::get_collision_count() const {
+ return result.size();
+}
+
+bool ShapeCast2D::is_colliding() const {
+ return collided;
+}
+
+Object *ShapeCast2D::get_collider(int p_idx) const {
+ ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), nullptr, "No collider found.");
+
+ if (result[p_idx].collider_id == 0) {
+ return nullptr;
+ }
+ return ObjectDB::get_instance(result[p_idx].collider_id);
+}
+
+int ShapeCast2D::get_collider_shape(int p_idx) const {
+ ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), -1, "No collider shape found.");
+ return result[p_idx].shape;
+}
+
+Vector2 ShapeCast2D::get_collision_point(int p_idx) const {
+ ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), Vector2(), "No collision point found.");
+ return result[p_idx].point;
+}
+
+Vector2 ShapeCast2D::get_collision_normal(int p_idx) const {
+ ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), Vector2(), "No collision normal found.");
+ return result[p_idx].normal;
+}
+
+real_t ShapeCast2D::get_closest_collision_safe_fraction() const {
+ return collision_safe_fraction;
+}
+
+real_t ShapeCast2D::get_closest_collision_unsafe_fraction() const {
+ return collision_unsafe_fraction;
+}
+
+void ShapeCast2D::set_enabled(bool p_enabled) {
+ enabled = p_enabled;
+ update();
+ if (is_inside_tree() && !Engine::get_singleton()->is_editor_hint()) {
+ set_physics_process_internal(p_enabled);
+ }
+ if (!p_enabled) {
+ collided = false;
+ }
+}
+
+bool ShapeCast2D::is_enabled() const {
+ return enabled;
+}
+
+void ShapeCast2D::set_shape(const Ref &p_shape) {
+ shape = p_shape;
+ if (p_shape.is_valid()) {
+ shape->connect(CoreStringNames::get_singleton()->changed, this, "_redraw_shape");
+ shape_rid = shape->get_rid();
+ }
+ update_configuration_warning();
+ update();
+}
+
+Ref ShapeCast2D::get_shape() const {
+ return shape;
+}
+
+void ShapeCast2D::set_exclude_parent_body(bool p_exclude_parent_body) {
+ if (exclude_parent_body == p_exclude_parent_body) {
+ return;
+ }
+ exclude_parent_body = p_exclude_parent_body;
+
+ if (!is_inside_tree()) {
+ return;
+ }
+ if (Object::cast_to(get_parent())) {
+ if (exclude_parent_body) {
+ exclude.insert(Object::cast_to(get_parent())->get_rid());
+ } else {
+ exclude.erase(Object::cast_to(get_parent())->get_rid());
+ }
+ }
+}
+
+bool ShapeCast2D::get_exclude_parent_body() const {
+ return exclude_parent_body;
+}
+
+void ShapeCast2D::_redraw_shape() {
+ update();
+}
+
+void ShapeCast2D::_notification(int p_what) {
+ switch (p_what) {
+ case NOTIFICATION_ENTER_TREE: {
+ if (enabled && !Engine::get_singleton()->is_editor_hint()) {
+ set_physics_process_internal(true);
+ } else {
+ set_physics_process_internal(false);
+ }
+ if (Object::cast_to(get_parent())) {
+ if (exclude_parent_body) {
+ exclude.insert(Object::cast_to(get_parent())->get_rid());
+ } else {
+ exclude.erase(Object::cast_to(get_parent())->get_rid());
+ }
+ }
+ } break;
+
+ case NOTIFICATION_EXIT_TREE: {
+ if (enabled) {
+ set_physics_process_internal(false);
+ }
+ } break;
+
+ case NOTIFICATION_DRAW: {
+#ifdef TOOLS_ENABLED
+ ERR_FAIL_COND(!is_inside_tree());
+ if (!Engine::get_singleton()->is_editor_hint() && !get_tree()->is_debugging_collisions_hint()) {
+ break;
+ }
+ if (shape.is_null()) {
+ break;
+ }
+ Color draw_col = get_tree()->get_debug_collisions_color();
+ if (!enabled) {
+ float g = draw_col.get_v();
+ draw_col.r = g;
+ draw_col.g = g;
+ draw_col.b = g;
+ }
+ // Draw continuous chain of shapes along the cast.
+ const int steps = MAX(2, target_position.length() / shape->get_rect().get_size().length() * 4);
+ for (int i = 0; i <= steps; ++i) {
+ Vector2 t = (real_t(i) / steps) * target_position;
+ draw_set_transform(t, 0.0, Size2(1, 1));
+ shape->draw(get_canvas_item(), draw_col);
+ }
+ draw_set_transform(Vector2(), 0.0, Size2(1, 1));
+
+ // Draw an arrow indicating where the ShapeCast is pointing to.
+ if (target_position != Vector2()) {
+ Transform2D xf;
+ xf.rotate(target_position.angle());
+ xf.translate(Vector2(target_position.length(), 0));
+
+ draw_line(Vector2(), target_position, draw_col, 2);
+
+ float tsize = 8;
+
+ Vector pts;
+ pts.push_back(xf.xform(Vector2(tsize, 0)));
+ pts.push_back(xf.xform(Vector2(0, Math_SQRT12 * tsize)));
+ pts.push_back(xf.xform(Vector2(0, -Math_SQRT12 * tsize)));
+
+ Vector cols;
+ cols.push_back(draw_col);
+ cols.push_back(draw_col);
+ cols.push_back(draw_col);
+
+ draw_primitive(pts, cols, Vector());
+ }
+#endif
+ } break;
+
+ case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
+ if (!enabled) {
+ break;
+ }
+ _update_shapecast_state();
+ } break;
+ }
+}
+
+void ShapeCast2D::_update_shapecast_state() {
+ result.clear();
+
+ ERR_FAIL_COND_MSG(shape.is_null(), "Invalid shape.");
+
+ Ref w2d = get_world_2d();
+ ERR_FAIL_COND(w2d.is_null());
+
+ Physics2DDirectSpaceState *dss = Physics2DServer::get_singleton()->space_get_direct_state(w2d->get_space());
+ ERR_FAIL_COND(!dss);
+
+ Transform2D gt = get_global_transform();
+
+ collision_safe_fraction = 0.0;
+ collision_unsafe_fraction = 0.0;
+
+ if (target_position != Vector2()) {
+ dss->cast_motion(shape_rid, gt, target_position, margin, collision_safe_fraction, collision_unsafe_fraction, exclude, collision_mask, collide_with_bodies, collide_with_areas);
+ if (collision_unsafe_fraction < 1.0) {
+ // Move shape transform to the point of impact,
+ // so we can collect contact info at that point.
+ gt.set_origin(gt.get_origin() + target_position * (collision_unsafe_fraction + CMP_EPSILON));
+ }
+ }
+
+ // Regardless of whether the shape is stuck or it's moved along
+ // the motion vector, we'll only consider static collisions from now on.
+ Set intersected_objects = exclude;
+ bool intersected = true;
+ while (intersected && result.size() < max_results) {
+ Physics2DDirectSpaceState::ShapeRestInfo info;
+ intersected = dss->rest_info(shape_rid, gt, target_position, margin, &info, exclude, collision_mask, collide_with_bodies, collide_with_areas);
+ if (intersected) {
+ result.push_back(info);
+ intersected_objects.insert(info.rid);
+ }
+ }
+ collided = !result.empty();
+}
+
+void ShapeCast2D::force_shapecast_update() {
+ _update_shapecast_state();
+}
+
+void ShapeCast2D::add_exception_rid(const RID &p_rid) {
+ exclude.insert(p_rid);
+}
+
+void ShapeCast2D::add_exception(const Object *p_object) {
+ ERR_FAIL_NULL(p_object);
+ const CollisionObject2D *co = Object::cast_to(p_object);
+ if (!co) {
+ return;
+ }
+ add_exception_rid(co->get_rid());
+}
+
+void ShapeCast2D::remove_exception_rid(const RID &p_rid) {
+ exclude.erase(p_rid);
+}
+
+void ShapeCast2D::remove_exception(const Object *p_object) {
+ ERR_FAIL_NULL(p_object);
+ const CollisionObject2D *co = Object::cast_to(p_object);
+ if (!co) {
+ return;
+ }
+ remove_exception_rid(co->get_rid());
+}
+
+void ShapeCast2D::clear_exceptions() {
+ exclude.clear();
+}
+
+void ShapeCast2D::set_collide_with_areas(bool p_clip) {
+ collide_with_areas = p_clip;
+}
+
+bool ShapeCast2D::is_collide_with_areas_enabled() const {
+ return collide_with_areas;
+}
+
+void ShapeCast2D::set_collide_with_bodies(bool p_clip) {
+ collide_with_bodies = p_clip;
+}
+
+bool ShapeCast2D::is_collide_with_bodies_enabled() const {
+ return collide_with_bodies;
+}
+
+Array ShapeCast2D::_get_collision_result() const {
+ Array ret;
+
+ for (int i = 0; i < result.size(); ++i) {
+ const Physics2DDirectSpaceState::ShapeRestInfo &sri = result[i];
+
+ Dictionary col;
+ col["point"] = sri.point;
+ col["normal"] = sri.normal;
+ col["rid"] = sri.rid;
+ col["collider"] = ObjectDB::get_instance(sri.collider_id);
+ col["collider_id"] = sri.collider_id;
+ col["shape"] = sri.shape;
+ col["linear_velocity"] = sri.linear_velocity;
+
+ ret.push_back(col);
+ }
+ return ret;
+}
+
+String ShapeCast2D::get_configuration_warning() const {
+ String warning = Node2D::get_configuration_warning();
+
+ if (shape.is_null()) {
+ if (warning != String()) {
+ warning += "\n\n";
+ }
+ warning += TTR("This node cannot interact with other objects unless a Shape2D is assigned.");
+ }
+
+ return warning;
+}
+
+void ShapeCast2D::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_enabled", "enabled"), &ShapeCast2D::set_enabled);
+ ClassDB::bind_method(D_METHOD("is_enabled"), &ShapeCast2D::is_enabled);
+
+ ClassDB::bind_method(D_METHOD("set_shape", "shape"), &ShapeCast2D::set_shape);
+ ClassDB::bind_method(D_METHOD("get_shape"), &ShapeCast2D::get_shape);
+
+ ClassDB::bind_method(D_METHOD("set_target_position", "local_point"), &ShapeCast2D::set_target_position);
+ ClassDB::bind_method(D_METHOD("get_target_position"), &ShapeCast2D::get_target_position);
+
+ ClassDB::bind_method(D_METHOD("set_margin", "margin"), &ShapeCast2D::set_margin);
+ ClassDB::bind_method(D_METHOD("get_margin"), &ShapeCast2D::get_margin);
+
+ ClassDB::bind_method(D_METHOD("set_max_results", "max_results"), &ShapeCast2D::set_max_results);
+ ClassDB::bind_method(D_METHOD("get_max_results"), &ShapeCast2D::get_max_results);
+
+ ClassDB::bind_method(D_METHOD("is_colliding"), &ShapeCast2D::is_colliding);
+ ClassDB::bind_method(D_METHOD("get_collision_count"), &ShapeCast2D::get_collision_count);
+
+ ClassDB::bind_method(D_METHOD("force_shapecast_update"), &ShapeCast2D::force_shapecast_update);
+
+ ClassDB::bind_method(D_METHOD("get_collider", "index"), &ShapeCast2D::get_collider);
+ ClassDB::bind_method(D_METHOD("get_collider_shape", "index"), &ShapeCast2D::get_collider_shape);
+ ClassDB::bind_method(D_METHOD("get_collision_point", "index"), &ShapeCast2D::get_collision_point);
+ ClassDB::bind_method(D_METHOD("get_collision_normal", "index"), &ShapeCast2D::get_collision_normal);
+
+ ClassDB::bind_method(D_METHOD("get_closest_collision_safe_fraction"), &ShapeCast2D::get_closest_collision_safe_fraction);
+ ClassDB::bind_method(D_METHOD("get_closest_collision_unsafe_fraction"), &ShapeCast2D::get_closest_collision_unsafe_fraction);
+
+ ClassDB::bind_method(D_METHOD("add_exception_rid", "rid"), &ShapeCast2D::add_exception_rid);
+ ClassDB::bind_method(D_METHOD("add_exception", "node"), &ShapeCast2D::add_exception);
+
+ ClassDB::bind_method(D_METHOD("remove_exception_rid", "rid"), &ShapeCast2D::remove_exception_rid);
+ ClassDB::bind_method(D_METHOD("remove_exception", "node"), &ShapeCast2D::remove_exception);
+
+ ClassDB::bind_method(D_METHOD("clear_exceptions"), &ShapeCast2D::clear_exceptions);
+
+ ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &ShapeCast2D::set_collision_mask);
+ ClassDB::bind_method(D_METHOD("get_collision_mask"), &ShapeCast2D::get_collision_mask);
+
+ ClassDB::bind_method(D_METHOD("set_collision_mask_value", "layer_number", "value"), &ShapeCast2D::set_collision_mask_value);
+ ClassDB::bind_method(D_METHOD("get_collision_mask_value", "layer_number"), &ShapeCast2D::get_collision_mask_value);
+
+ ClassDB::bind_method(D_METHOD("set_exclude_parent_body", "mask"), &ShapeCast2D::set_exclude_parent_body);
+ ClassDB::bind_method(D_METHOD("get_exclude_parent_body"), &ShapeCast2D::get_exclude_parent_body);
+
+ ClassDB::bind_method(D_METHOD("set_collide_with_areas", "enable"), &ShapeCast2D::set_collide_with_areas);
+ ClassDB::bind_method(D_METHOD("is_collide_with_areas_enabled"), &ShapeCast2D::is_collide_with_areas_enabled);
+
+ ClassDB::bind_method(D_METHOD("set_collide_with_bodies", "enable"), &ShapeCast2D::set_collide_with_bodies);
+ ClassDB::bind_method(D_METHOD("is_collide_with_bodies_enabled"), &ShapeCast2D::is_collide_with_bodies_enabled);
+
+ ClassDB::bind_method(D_METHOD("_get_collision_result"), &ShapeCast2D::_get_collision_result);
+
+ ClassDB::bind_method(D_METHOD("_redraw_shape"), &ShapeCast2D::_redraw_shape);
+
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "enabled"), "set_enabled", "is_enabled");
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shape", PROPERTY_HINT_RESOURCE_TYPE, "Shape2D"), "set_shape", "get_shape");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "exclude_parent"), "set_exclude_parent_body", "get_exclude_parent_body");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "target_position", PROPERTY_HINT_NONE), "set_target_position", "get_target_position");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "margin", PROPERTY_HINT_RANGE, "0,100,0.01"), "set_margin", "get_margin");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "max_results"), "set_max_results", "get_max_results");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_collision_mask", "get_collision_mask");
+ ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "collision_result", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_SCRIPT_VARIABLE), "", "_get_collision_result");
+ ADD_GROUP("Collide With", "collide_with");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_areas", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_collide_with_areas", "is_collide_with_areas_enabled");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_bodies", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collide_with_bodies", "is_collide_with_bodies_enabled");
+}
diff --git a/scene/2d/shape_cast_2d.h b/scene/2d/shape_cast_2d.h
new file mode 100644
index 00000000000..175ffa88bd9
--- /dev/null
+++ b/scene/2d/shape_cast_2d.h
@@ -0,0 +1,123 @@
+/*************************************************************************/
+/* shape_cast_2d.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef SHAPE_CAST_2D_H
+#define SHAPE_CAST_2D_H
+
+#include "scene/2d/node_2d.h"
+#include "scene/resources/shape_2d.h"
+#include "scene/resources/world_2d.h"
+
+class CollisionObject2D;
+
+class ShapeCast2D : public Node2D {
+ GDCLASS(ShapeCast2D, Node2D);
+
+ bool enabled = true;
+
+ Ref shape;
+ RID shape_rid;
+ Vector2 target_position = Vector2(0, 50);
+
+ Set exclude;
+ real_t margin = 0.0;
+ uint32_t collision_mask = 1;
+ bool exclude_parent_body = true;
+ bool collide_with_areas = false;
+ bool collide_with_bodies = true;
+
+ // Result
+ int max_results = 32;
+ Vector result;
+ bool collided = false;
+ real_t collision_safe_fraction = 1.0;
+ real_t collision_unsafe_fraction = 1.0;
+
+ Array _get_collision_result() const;
+ void _redraw_shape();
+
+protected:
+ void _notification(int p_what);
+ void _update_shapecast_state();
+ static void _bind_methods();
+
+public:
+ void set_collide_with_areas(bool p_clip);
+ bool is_collide_with_areas_enabled() const;
+
+ void set_collide_with_bodies(bool p_clip);
+ bool is_collide_with_bodies_enabled() const;
+
+ void set_enabled(bool p_enabled);
+ bool is_enabled() const;
+
+ void set_shape(const Ref &p_shape);
+ Ref get_shape() const;
+
+ void set_target_position(const Vector2 &p_point);
+ Vector2 get_target_position() const;
+
+ void set_margin(real_t p_margin);
+ real_t get_margin() const;
+
+ void set_max_results(int p_max_results);
+ int get_max_results() const;
+
+ void set_collision_mask(uint32_t p_mask);
+ uint32_t get_collision_mask() const;
+
+ void set_collision_mask_value(int p_layer_number, bool p_value);
+ bool get_collision_mask_value(int p_layer_number) const;
+
+ void set_exclude_parent_body(bool p_exclude_parent_body);
+ bool get_exclude_parent_body() const;
+
+ void force_shapecast_update();
+ bool is_colliding() const;
+
+ int get_collision_count() const;
+ Object *get_collider(int p_idx) const;
+ int get_collider_shape(int p_idx) const;
+ Vector2 get_collision_point(int p_idx) const;
+ Vector2 get_collision_normal(int p_idx) const;
+
+ real_t get_closest_collision_safe_fraction() const;
+ real_t get_closest_collision_unsafe_fraction() const;
+
+ void add_exception_rid(const RID &p_rid);
+ void add_exception(const Object *p_object);
+ void remove_exception_rid(const RID &p_rid);
+ void remove_exception(const Object *p_object);
+ void clear_exceptions();
+
+ virtual String get_configuration_warning() const;
+};
+
+#endif // SHAPE_CAST_2D_H
diff --git a/scene/3d/shape_cast.cpp b/scene/3d/shape_cast.cpp
new file mode 100644
index 00000000000..06f795d1276
--- /dev/null
+++ b/scene/3d/shape_cast.cpp
@@ -0,0 +1,632 @@
+/*************************************************************************/
+/* shape_cast.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "shape_cast.h"
+
+#include "collision_object.h"
+#include "core/engine.h"
+#include "mesh_instance.h"
+#include "scene/resources/concave_polygon_shape.h"
+
+void ShapeCast::_notification(int p_what) {
+ switch (p_what) {
+ case NOTIFICATION_ENTER_TREE: {
+ if (Engine::get_singleton()->is_editor_hint()) {
+ _update_debug_shape_vertices();
+ }
+ if (enabled && !Engine::get_singleton()->is_editor_hint()) {
+ set_physics_process_internal(true);
+ } else {
+ set_physics_process_internal(false);
+ }
+
+ if (get_tree()->is_debugging_collisions_hint()) {
+ _update_debug_shape();
+ }
+
+ if (Object::cast_to(get_parent())) {
+ if (exclude_parent_body) {
+ exclude.insert(Object::cast_to(get_parent())->get_rid());
+ } else {
+ exclude.erase(Object::cast_to(get_parent())->get_rid());
+ }
+ }
+ } break;
+
+ case NOTIFICATION_EXIT_TREE: {
+ if (enabled) {
+ set_physics_process_internal(false);
+ }
+
+ if (debug_shape) {
+ _clear_debug_shape();
+ }
+ } break;
+
+ case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
+ if (!enabled) {
+ break;
+ }
+
+ bool prev_collision_state = collided;
+ _update_shapecast_state();
+ if (get_tree()->is_debugging_collisions_hint()) {
+ if (prev_collision_state != collided) {
+ _update_debug_shape_material(true);
+ }
+ if (collided) {
+ _update_debug_shape();
+ }
+ if (prev_collision_state == collided && !collided) {
+ _update_debug_shape();
+ }
+ }
+ } break;
+ }
+}
+
+void ShapeCast::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("resource_changed", "resource"), &ShapeCast::resource_changed);
+
+ ClassDB::bind_method(D_METHOD("set_enabled", "enabled"), &ShapeCast::set_enabled);
+ ClassDB::bind_method(D_METHOD("is_enabled"), &ShapeCast::is_enabled);
+
+ ClassDB::bind_method(D_METHOD("set_shape", "shape"), &ShapeCast::set_shape);
+ ClassDB::bind_method(D_METHOD("get_shape"), &ShapeCast::get_shape);
+
+ ClassDB::bind_method(D_METHOD("set_target_position", "local_point"), &ShapeCast::set_target_position);
+ ClassDB::bind_method(D_METHOD("get_target_position"), &ShapeCast::get_target_position);
+
+ ClassDB::bind_method(D_METHOD("set_margin", "margin"), &ShapeCast::set_margin);
+ ClassDB::bind_method(D_METHOD("get_margin"), &ShapeCast::get_margin);
+
+ ClassDB::bind_method(D_METHOD("set_max_results", "max_results"), &ShapeCast::set_max_results);
+ ClassDB::bind_method(D_METHOD("get_max_results"), &ShapeCast::get_max_results);
+
+ ClassDB::bind_method(D_METHOD("is_colliding"), &ShapeCast::is_colliding);
+ ClassDB::bind_method(D_METHOD("get_collision_count"), &ShapeCast::get_collision_count);
+
+ ClassDB::bind_method(D_METHOD("force_shapecast_update"), &ShapeCast::force_shapecast_update);
+
+ ClassDB::bind_method(D_METHOD("get_collider", "index"), &ShapeCast::get_collider);
+ ClassDB::bind_method(D_METHOD("get_collider_shape", "index"), &ShapeCast::get_collider_shape);
+ ClassDB::bind_method(D_METHOD("get_collision_point", "index"), &ShapeCast::get_collision_point);
+ ClassDB::bind_method(D_METHOD("get_collision_normal", "index"), &ShapeCast::get_collision_normal);
+
+ ClassDB::bind_method(D_METHOD("get_closest_collision_safe_fraction"), &ShapeCast::get_closest_collision_safe_fraction);
+ ClassDB::bind_method(D_METHOD("get_closest_collision_unsafe_fraction"), &ShapeCast::get_closest_collision_unsafe_fraction);
+
+ ClassDB::bind_method(D_METHOD("add_exception_rid", "rid"), &ShapeCast::add_exception_rid);
+ ClassDB::bind_method(D_METHOD("add_exception", "node"), &ShapeCast::add_exception);
+
+ ClassDB::bind_method(D_METHOD("remove_exception_rid", "rid"), &ShapeCast::remove_exception_rid);
+ ClassDB::bind_method(D_METHOD("remove_exception", "node"), &ShapeCast::remove_exception);
+
+ ClassDB::bind_method(D_METHOD("clear_exceptions"), &ShapeCast::clear_exceptions);
+
+ ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &ShapeCast::set_collision_mask);
+ ClassDB::bind_method(D_METHOD("get_collision_mask"), &ShapeCast::get_collision_mask);
+
+ ClassDB::bind_method(D_METHOD("set_collision_mask_value", "layer_number", "value"), &ShapeCast::set_collision_mask_value);
+ ClassDB::bind_method(D_METHOD("get_collision_mask_value", "layer_number"), &ShapeCast::get_collision_mask_value);
+
+ ClassDB::bind_method(D_METHOD("set_exclude_parent_body", "mask"), &ShapeCast::set_exclude_parent_body);
+ ClassDB::bind_method(D_METHOD("get_exclude_parent_body"), &ShapeCast::get_exclude_parent_body);
+
+ ClassDB::bind_method(D_METHOD("set_collide_with_areas", "enable"), &ShapeCast::set_collide_with_areas);
+ ClassDB::bind_method(D_METHOD("is_collide_with_areas_enabled"), &ShapeCast::is_collide_with_areas_enabled);
+
+ ClassDB::bind_method(D_METHOD("set_collide_with_bodies", "enable"), &ShapeCast::set_collide_with_bodies);
+ ClassDB::bind_method(D_METHOD("is_collide_with_bodies_enabled"), &ShapeCast::is_collide_with_bodies_enabled);
+
+ ClassDB::bind_method(D_METHOD("_get_collision_result"), &ShapeCast::_get_collision_result);
+
+ ClassDB::bind_method(D_METHOD("set_debug_shape_custom_color", "debug_shape_custom_color"), &ShapeCast::set_debug_shape_custom_color);
+ ClassDB::bind_method(D_METHOD("get_debug_shape_custom_color"), &ShapeCast::get_debug_shape_custom_color);
+
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "enabled"), "set_enabled", "is_enabled");
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shape", PROPERTY_HINT_RESOURCE_TYPE, "Shape"), "set_shape", "get_shape");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "exclude_parent"), "set_exclude_parent_body", "get_exclude_parent_body");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "target_position", PROPERTY_HINT_NONE), "set_target_position", "get_target_position");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "margin", PROPERTY_HINT_RANGE, "0,100,0.01"), "set_margin", "get_margin");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "max_results"), "set_max_results", "get_max_results");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask");
+ ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "collision_result", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_SCRIPT_VARIABLE), "", "_get_collision_result");
+
+ ADD_GROUP("Collide With", "collide_with");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_areas", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collide_with_areas", "is_collide_with_areas_enabled");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_bodies", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collide_with_bodies", "is_collide_with_bodies_enabled");
+
+ ADD_GROUP("Debug Shape", "debug_shape");
+ ADD_PROPERTY(PropertyInfo(Variant::COLOR, "debug_shape_custom_color"), "set_debug_shape_custom_color", "get_debug_shape_custom_color");
+}
+
+String ShapeCast::get_configuration_warning() const {
+ String warning = Spatial::get_configuration_warning();
+
+ if (shape.is_null()) {
+ if (warning != String()) {
+ warning += "\n\n";
+ }
+ warning += TTR("This node cannot interact with other objects unless a Shape is assigned.");
+ }
+
+ if (shape.is_valid() && Object::cast_to(*shape)) {
+ if (warning != String()) {
+ warning += "\n\n";
+ }
+ warning += TTR("ShapeCast does not support ConcavePolygonShapes. Collisions will not be reported.");
+ }
+
+ return warning;
+}
+
+void ShapeCast::set_enabled(bool p_enabled) {
+ enabled = p_enabled;
+ update_gizmo();
+
+ if (is_inside_tree() && !Engine::get_singleton()->is_editor_hint()) {
+ set_physics_process_internal(p_enabled);
+ }
+ if (!p_enabled) {
+ collided = false;
+ }
+
+ if (is_inside_tree() && get_tree()->is_debugging_collisions_hint()) {
+ if (p_enabled) {
+ _update_debug_shape();
+ } else {
+ _clear_debug_shape();
+ }
+ }
+}
+
+bool ShapeCast::is_enabled() const {
+ return enabled;
+}
+
+void ShapeCast::set_target_position(const Vector3 &p_point) {
+ target_position = p_point;
+ if (is_inside_tree()) {
+ _update_debug_shape();
+ }
+ update_gizmo();
+
+ if (Engine::get_singleton()->is_editor_hint()) {
+ if (is_inside_tree()) {
+ _update_debug_shape_vertices();
+ }
+ } else if (debug_shape) {
+ _update_debug_shape();
+ }
+}
+
+Vector3 ShapeCast::get_target_position() const {
+ return target_position;
+}
+
+void ShapeCast::set_margin(real_t p_margin) {
+ margin = p_margin;
+}
+
+real_t ShapeCast::get_margin() const {
+ return margin;
+}
+
+void ShapeCast::set_max_results(int p_max_results) {
+ max_results = p_max_results;
+}
+
+int ShapeCast::get_max_results() const {
+ return max_results;
+}
+
+void ShapeCast::set_collision_mask(uint32_t p_mask) {
+ collision_mask = p_mask;
+}
+
+uint32_t ShapeCast::get_collision_mask() const {
+ return collision_mask;
+}
+
+void ShapeCast::set_collision_mask_value(int p_layer_number, bool p_value) {
+ ERR_FAIL_COND_MSG(p_layer_number < 1, "Collision layer number must be between 1 and 32 inclusive.");
+ ERR_FAIL_COND_MSG(p_layer_number > 32, "Collision layer number must be between 1 and 32 inclusive.");
+ uint32_t mask = get_collision_mask();
+ if (p_value) {
+ mask |= 1 << (p_layer_number - 1);
+ } else {
+ mask &= ~(1 << (p_layer_number - 1));
+ }
+ set_collision_mask(mask);
+}
+
+bool ShapeCast::get_collision_mask_value(int p_layer_number) const {
+ ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Collision layer number must be between 1 and 32 inclusive.");
+ ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Collision layer number must be between 1 and 32 inclusive.");
+ return get_collision_mask() & (1 << (p_layer_number - 1));
+}
+
+int ShapeCast::get_collision_count() const {
+ return result.size();
+}
+
+bool ShapeCast::is_colliding() const {
+ return collided;
+}
+
+Object *ShapeCast::get_collider(int p_idx) const {
+ ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), nullptr, "No collider found.");
+
+ if (result[p_idx].collider_id == 0) {
+ return nullptr;
+ }
+ return ObjectDB::get_instance(result[p_idx].collider_id);
+}
+
+int ShapeCast::get_collider_shape(int p_idx) const {
+ ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), -1, "No collider shape found.");
+ return result[p_idx].shape;
+}
+
+Vector3 ShapeCast::get_collision_point(int p_idx) const {
+ ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), Vector3(), "No collision point found.");
+ return result[p_idx].point;
+}
+
+Vector3 ShapeCast::get_collision_normal(int p_idx) const {
+ ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), Vector3(), "No collision normal found.");
+ return result[p_idx].normal;
+}
+
+real_t ShapeCast::get_closest_collision_safe_fraction() const {
+ return collision_safe_fraction;
+}
+
+real_t ShapeCast::get_closest_collision_unsafe_fraction() const {
+ return collision_unsafe_fraction;
+}
+
+void ShapeCast::resource_changed(Ref p_res) {
+ if (is_inside_tree()) {
+ _update_debug_shape();
+ }
+ update_gizmo();
+}
+
+void ShapeCast::set_shape(const Ref &p_shape) {
+ if (p_shape == shape) {
+ return;
+ }
+ if (!shape.is_null()) {
+ shape->unregister_owner(this);
+ }
+ shape = p_shape;
+ if (!shape.is_null()) {
+ shape->register_owner(this);
+ }
+ if (p_shape.is_valid()) {
+ shape_rid = shape->get_rid();
+ }
+
+ if (is_inside_tree()) {
+ _update_debug_shape();
+ }
+
+ update_gizmo();
+ update_configuration_warning();
+}
+
+Ref ShapeCast::get_shape() const {
+ return shape;
+}
+
+void ShapeCast::set_exclude_parent_body(bool p_exclude_parent_body) {
+ if (exclude_parent_body == p_exclude_parent_body) {
+ return;
+ }
+ exclude_parent_body = p_exclude_parent_body;
+
+ if (!is_inside_tree()) {
+ return;
+ }
+ if (Object::cast_to(get_parent())) {
+ if (exclude_parent_body) {
+ exclude.insert(Object::cast_to(get_parent())->get_rid());
+ } else {
+ exclude.erase(Object::cast_to(get_parent())->get_rid());
+ }
+ }
+}
+
+bool ShapeCast::get_exclude_parent_body() const {
+ return exclude_parent_body;
+}
+
+void ShapeCast::_update_shapecast_state() {
+ result.clear();
+
+ ERR_FAIL_COND_MSG(shape.is_null(), "Null reference to shape. ShapeCast requires a Shape3D to sweep for collisions.");
+
+ Ref w3d = get_world();
+ ERR_FAIL_COND(w3d.is_null());
+
+ PhysicsDirectSpaceState *dss = PhysicsServer::get_singleton()->space_get_direct_state(w3d->get_space());
+ ERR_FAIL_COND(!dss);
+
+ Transform gt = get_global_transform();
+
+ collision_safe_fraction = 0.0;
+ collision_unsafe_fraction = 0.0;
+
+ if (target_position != Vector3()) {
+ dss->cast_motion(shape_rid, gt, target_position, margin, collision_safe_fraction, collision_unsafe_fraction, exclude, collision_mask, collide_with_bodies, collide_with_areas);
+ if (collision_unsafe_fraction < 1.0) {
+ // Move shape transform to the point of impact,
+ // so we can collect contact info at that point.
+ gt.set_origin(gt.get_origin() + target_position * (collision_unsafe_fraction + CMP_EPSILON));
+ }
+ }
+
+ // Regardless of whether the shape is stuck or it's moved along
+ // the motion vector, we'll only consider static collisions from now on.
+ bool intersected = true;
+ Set intersected_objects = exclude;
+ while (intersected && result.size() < max_results) {
+ PhysicsDirectSpaceState::ShapeRestInfo info;
+ intersected = dss->rest_info(shape_rid, gt, margin, &info, intersected_objects, collision_mask, collide_with_bodies, collide_with_areas);
+ if (intersected) {
+ result.push_back(info);
+ intersected_objects.insert(info.rid);
+ }
+ }
+ collided = !result.empty();
+}
+
+void ShapeCast::force_shapecast_update() {
+ _update_shapecast_state();
+}
+
+void ShapeCast::add_exception_rid(const RID &p_rid) {
+ exclude.insert(p_rid);
+}
+
+void ShapeCast::add_exception(const Object *p_object) {
+ ERR_FAIL_NULL(p_object);
+ const CollisionObject *co = Object::cast_to(p_object);
+ if (!co) {
+ return;
+ }
+ add_exception_rid(co->get_rid());
+}
+
+void ShapeCast::remove_exception_rid(const RID &p_rid) {
+ exclude.erase(p_rid);
+}
+
+void ShapeCast::remove_exception(const Object *p_object) {
+ ERR_FAIL_NULL(p_object);
+ const CollisionObject *co = Object::cast_to(p_object);
+ if (!co) {
+ return;
+ }
+ remove_exception_rid(co->get_rid());
+}
+
+void ShapeCast::clear_exceptions() {
+ exclude.clear();
+}
+
+void ShapeCast::set_collide_with_areas(bool p_clip) {
+ collide_with_areas = p_clip;
+}
+
+bool ShapeCast::is_collide_with_areas_enabled() const {
+ return collide_with_areas;
+}
+
+void ShapeCast::set_collide_with_bodies(bool p_clip) {
+ collide_with_bodies = p_clip;
+}
+
+bool ShapeCast::is_collide_with_bodies_enabled() const {
+ return collide_with_bodies;
+}
+
+Array ShapeCast::_get_collision_result() const {
+ Array ret;
+
+ for (int i = 0; i < result.size(); ++i) {
+ const PhysicsDirectSpaceState::ShapeRestInfo &sri = result[i];
+
+ Dictionary col;
+ col["point"] = sri.point;
+ col["normal"] = sri.normal;
+ col["rid"] = sri.rid;
+ col["collider"] = ObjectDB::get_instance(sri.collider_id);
+ col["collider_id"] = sri.collider_id;
+ col["shape"] = sri.shape;
+ col["linear_velocity"] = sri.linear_velocity;
+
+ ret.push_back(col);
+ }
+ return ret;
+}
+
+void ShapeCast::_update_debug_shape_vertices() {
+ debug_shape_vertices.clear();
+ debug_line_vertices.clear();
+
+ if (!shape.is_null()) {
+ debug_shape_vertices.append_array(shape->get_debug_mesh_lines());
+ for (int i = 0; i < debug_shape_vertices.size(); i++) {
+ debug_shape_vertices.set(i, debug_shape_vertices[i] + Vector3(target_position * get_closest_collision_safe_fraction()));
+ }
+ }
+
+ if (target_position == Vector3()) {
+ return;
+ }
+
+ debug_line_vertices.push_back(Vector3());
+ debug_line_vertices.push_back(target_position);
+}
+
+const Vector &ShapeCast::get_debug_shape_vertices() const {
+ return debug_shape_vertices;
+}
+
+const Vector &ShapeCast::get_debug_line_vertices() const {
+ return debug_line_vertices;
+}
+
+void ShapeCast::set_debug_shape_custom_color(const Color &p_color) {
+ debug_shape_custom_color = p_color;
+ if (debug_material.is_valid()) {
+ _update_debug_shape_material();
+ }
+}
+
+Ref ShapeCast::get_debug_material() {
+ _update_debug_shape_material();
+ return debug_material;
+}
+
+const Color &ShapeCast::get_debug_shape_custom_color() const {
+ return debug_shape_custom_color;
+}
+
+void ShapeCast::_create_debug_shape() {
+ _update_debug_shape_material();
+
+ Ref mesh = memnew(ArrayMesh);
+
+ MeshInstance *mi = memnew(MeshInstance);
+ mi->set_mesh(mesh);
+
+ add_child(mi);
+ debug_shape = mi;
+}
+
+void ShapeCast::_update_debug_shape_material(bool p_check_collision) {
+ if (!debug_material.is_valid()) {
+ Ref material = memnew(SpatialMaterial);
+ debug_material = material;
+
+ material->set_flag(SpatialMaterial::FLAG_UNSHADED, true);
+ material->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true);
+ // Use double-sided rendering so that the RayCast can be seen if the camera is inside.
+ material->set_cull_mode(SpatialMaterial::CULL_DISABLED);
+ }
+
+ Color color = debug_shape_custom_color;
+ if (color == Color(0.0, 0.0, 0.0)) {
+ // Use the default debug shape color defined in the Project Settings.
+ color = get_tree()->get_debug_collisions_color();
+ }
+
+ if (p_check_collision && collided) {
+ if ((color.get_h() < 0.055 || color.get_h() > 0.945) && color.get_s() > 0.5 && color.get_v() > 0.5) {
+ // If base color is already quite reddish, highlight collision with green color
+ color = Color(0.0, 1.0, 0.0, color.a);
+ } else {
+ // Else, highlight collision with red color
+ color = Color(1.0, 0, 0, color.a);
+ }
+ }
+
+ Ref material = static_cast[>(debug_material);
+ material->set_albedo(color);
+}
+
+void ShapeCast::_update_debug_shape() {
+ if (!enabled) {
+ return;
+ }
+
+ if (!debug_shape) {
+ _create_debug_shape();
+ }
+
+ _update_debug_shape_vertices();
+
+ if (Engine::get_singleton()->is_editor_hint()) {
+ return;
+ }
+
+ MeshInstance *mi = static_cast(debug_shape);
+ Ref mesh = mi->get_mesh();
+ if (!mesh.is_valid()) {
+ return;
+ }
+
+ mesh->clear_surfaces();
+
+ Array a;
+ a.resize(Mesh::ARRAY_MAX);
+
+ uint32_t flags = 0;
+ int surface_count = 0;
+
+ if (!debug_shape_vertices.empty()) {
+ a[Mesh::ARRAY_VERTEX] = debug_shape_vertices;
+ mesh->add_surface_from_arrays(Mesh::PRIMITIVE_LINES, a, Array(), flags);
+ mesh->surface_set_material(surface_count, debug_material);
+ ++surface_count;
+ }
+
+ if (!debug_line_vertices.empty()) {
+ a[Mesh::ARRAY_VERTEX] = debug_line_vertices;
+ mesh->add_surface_from_arrays(Mesh::PRIMITIVE_LINES, a, Array(), flags);
+ mesh->surface_set_material(surface_count, debug_material);
+ ++surface_count;
+ }
+}
+
+void ShapeCast::_clear_debug_shape() {
+ if (!debug_shape) {
+ return;
+ }
+
+ MeshInstance *mi = static_cast(debug_shape);
+ if (mi->is_inside_tree()) {
+ mi->queue_delete();
+ } else {
+ memdelete(mi);
+ }
+
+ debug_shape = nullptr;
+}
+
+ShapeCast::~ShapeCast() {
+ if (!shape.is_null()) {
+ shape->unregister_owner(this);
+ }
+}
diff --git a/scene/3d/shape_cast.h b/scene/3d/shape_cast.h
new file mode 100644
index 00000000000..30fedfcc9ba
--- /dev/null
+++ b/scene/3d/shape_cast.h
@@ -0,0 +1,142 @@
+/*************************************************************************/
+/* shape_cast.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef SHAPE_CAST_H
+#define SHAPE_CAST_H
+
+#include "scene/3d/spatial.h"
+#include "scene/resources/shape.h"
+
+class ShapeCast : public Spatial {
+ GDCLASS(ShapeCast, Spatial);
+
+ bool enabled = true;
+ void resource_changed(Ref p_res);
+
+ Ref shape;
+ RID shape_rid;
+ Vector3 target_position = Vector3(0, -1, 0);
+
+ Set exclude;
+ real_t margin = 0.0;
+ uint32_t collision_mask = 1;
+ bool exclude_parent_body = true;
+ bool collide_with_areas = false;
+ bool collide_with_bodies = true;
+
+ Node *debug_shape = nullptr;
+ Ref debug_material;
+ Color debug_shape_custom_color = Color(0.0, 0.0, 0.0);
+ Vector debug_shape_vertices;
+ Vector debug_line_vertices;
+
+ void _create_debug_shape();
+ void _update_debug_shape();
+ void _update_debug_shape_material(bool p_check_collision = false);
+ void _update_debug_shape_vertices();
+ void _clear_debug_shape();
+
+ // Result
+ int max_results = 32;
+ Vector result;
+ bool collided = false;
+ real_t collision_safe_fraction = 1.0;
+ real_t collision_unsafe_fraction = 1.0;
+
+ Array _get_collision_result() const;
+
+ ~ShapeCast();
+
+protected:
+ void _notification(int p_what);
+ void _update_shapecast_state();
+ static void _bind_methods();
+
+public:
+ void set_collide_with_areas(bool p_clip);
+ bool is_collide_with_areas_enabled() const;
+
+ void set_collide_with_bodies(bool p_clip);
+ bool is_collide_with_bodies_enabled() const;
+
+ void set_enabled(bool p_enabled);
+ bool is_enabled() const;
+
+ void set_shape(const Ref &p_shape);
+ Ref get_shape() const;
+
+ void set_target_position(const Vector3 &p_point);
+ Vector3 get_target_position() const;
+
+ void set_margin(real_t p_margin);
+ real_t get_margin() const;
+
+ void set_max_results(int p_max_results);
+ int get_max_results() const;
+
+ void set_collision_mask(uint32_t p_mask);
+ uint32_t get_collision_mask() const;
+
+ void set_collision_mask_value(int p_layer_number, bool p_value);
+ bool get_collision_mask_value(int p_layer_number) const;
+
+ void set_exclude_parent_body(bool p_exclude_parent_body);
+ bool get_exclude_parent_body() const;
+
+ const Color &get_debug_shape_custom_color() const;
+ void set_debug_shape_custom_color(const Color &p_color);
+
+ const Vector &get_debug_shape_vertices() const;
+ const Vector &get_debug_line_vertices() const;
+
+ Ref get_debug_material();
+
+ int get_collision_count() const;
+ Object *get_collider(int p_idx) const;
+ int get_collider_shape(int p_idx) const;
+ Vector3 get_collision_point(int p_idx) const;
+ Vector3 get_collision_normal(int p_idx) const;
+
+ real_t get_closest_collision_safe_fraction() const;
+ real_t get_closest_collision_unsafe_fraction() const;
+
+ void force_shapecast_update();
+ bool is_colliding() const;
+
+ void add_exception_rid(const RID &p_rid);
+ void add_exception(const Object *p_object);
+ void remove_exception_rid(const RID &p_rid);
+ void remove_exception(const Object *p_object);
+ void clear_exceptions();
+
+ virtual String get_configuration_warning() const;
+};
+
+#endif // SHAPE_CAST_H
diff --git a/scene/register_scene_types.cpp b/scene/register_scene_types.cpp
index 2f300f2b764..7f75906e64b 100644
--- a/scene/register_scene_types.cpp
+++ b/scene/register_scene_types.cpp
@@ -62,6 +62,7 @@
#include "scene/2d/position_2d.h"
#include "scene/2d/ray_cast_2d.h"
#include "scene/2d/remote_transform_2d.h"
+#include "scene/2d/shape_cast_2d.h"
#include "scene/2d/skeleton_2d.h"
#include "scene/2d/sprite.h"
#include "scene/2d/tile_map.h"
@@ -213,6 +214,7 @@
#include "scene/3d/room.h"
#include "scene/3d/room_group.h"
#include "scene/3d/room_manager.h"
+#include "scene/3d/shape_cast.h"
#include "scene/3d/skeleton.h"
#include "scene/3d/soft_body.h"
#include "scene/3d/spring_arm.h"
@@ -490,6 +492,7 @@ void register_scene_types() {
ClassDB::register_class();
ClassDB::register_class();
ClassDB::register_class();
+ ClassDB::register_class();
ClassDB::register_class();
ClassDB::register_class();
@@ -610,6 +613,7 @@ void register_scene_types() {
ClassDB::register_class();
ClassDB::register_class();
ClassDB::register_class();
+ ClassDB::register_class();
ClassDB::register_class();
ClassDB::register_class();
ClassDB::register_class();
]